@@NotSlot How did you rotate the box collider and player in depended from each other? I created a prefab for the player, but cant mange to make the collider without the rotation
We have a parent object that contains the logic for the player, inside it a child object just for the renderer. We only rotate the child object with the renderer.
nice tutorial! while I was trying to get back to unity I stumbled across this channel, and I recognized the art right away. Just wanna say your project was the best that year (no offense to anyone else :P). respect the name of the channel, a noble goal indeed!
@@NotSlot You deserve it man. hope to see a lot from you. can you ping me @ sarath886@gmail.com . I would like to know you personally. because i am an indie game developer love to establish good connections
Got a strange feeling there are bots in the comments but none the less this really helped answer a question I had. Thanks bro. Will check the other vids and you may have a new sub.
How do you add textures to the plane. But not just 1 texture, for instance I want to create a cobble stone path on top of grass. How did you texture your ground at 2:30.
Hello, i would like know how to you maked this colliders and how to configure it in one project. I have tried in my project but dont worked. Can you make a video explaining it?
Hello, I need help. How can I tilt my Character to 45 degree, and set the Box Collider straight(normal)? As when I have set the character to 45 degree, the box collider follows it.
The collider make no sense to me I've tried adding box colliders to single objects but if i put one in the distance then walk towards the collision is differrent
NotSlot turns out I had the sprites on “multiple sprites” so you have to change the pivot point in the sprite editor like you said instead of the import settings, thank you!
@@NotSlot That's weird I've imported 5 files: 2 scripts to the Editor folder, 2 scripts into the Scripts folder Changed namespaces + using, but when I added the script to the object, clicked the edit button, nothing happens. Am I doing something wrong?
what if instead of rotating the sprites 45°, you create a skewed sprite shader, but make the sprite orient itself with the world position? This way, you could jump on top of objects, making the sprite move on the 45° angle while the collider only moves up
We do it for some edge cases, but prefer the rotation method when possible. One issue is the bounding box that must be updated in runtime to prevent frustum culling.
@@NotSlot I was having EXACTLY this problem, through skewing via shader. Couldn't figure out how to fix it, so I made a script to set the z position of the meshes. Basically, each vertice.z position = mesh.vertices[i].z + (mesh.vertices[i].y * transform.localScale.y) + transform.position.y). Solved my problem with culling, and in this formula I can change Y scaling while keeping the ground vertex at the same position =] My player, the higher he gets, the more distant the sprite becomes from the actual collider (since he jumps in 45° and the collider does not). Had to do some _math_ but everything worked \o/
The main thing is to make sure the cards are rotated 30 degrees as well. Also it may complicate things down the road, for example the 3D skewing shader in part 3.
Thanks I did however I ran into a problem. When I was using the EditableCollider script in your script, it worked. But when I used it in my own project, the Edit button to make my own collider wouldn’t appear.
I'm curious (and also new :)) ) how to make animations for this kind of game (programs or how to save the animation, like separate images or an actual animation?) and the recommended format or resolution for textures (and how is the best way to save them to be easier to use
Hey SukineSart, welcome! 😊 You can animate characters and objects in any method applicable by Unity; sprite-sheet, cutout, or the way we do animation with Spine. The resolution and other technical details are up to you and the needs of your game. Make sure to keep all animated objects rotated at 45 degrees. If you want to learn more about animating with Spine, check out our other videos and stay tuned for the 8-direction character animation series that is coming up soon.
@@NotSlot thanks, I was a bit frustrated because nobody answered my questions and is hard to find them on the internet I'm glad that someone makes tutorials for what I need Thanks again
Nice video bro, I have a similar question than the video tittle but not exactly the same. Do you know how I can made a 3D character looks like a 2D character? Is exist any post-process filter or something? That's because my character animations are so complicated to make sprites, like gun aiming to multiple angles while the player is walking/running/crouching and stuff. But I want to make it looks like 2D sprites because 3D looks strange in my scene.
It depends on the style you’re aiming for... We use unlit materials for everything. But lighting can be used with the appropriate shaders. We also intend to project blob shadows under characters.
@@NotSlot so i can work only with x and y right? To jump i work on y plus z or only y ? I ask because i dont have assets to test yet but im drawing some pixel arts to make an 2.5d because 2.5d is better for me plan an enviroment
Hey NotSlot. Looks pretty interesting. One quick question here: if you had the terrain, with an uneven 3d surface ground there, would you be able to create the collision of this 2d character asset with it? I.e. is it possible to make the 2d character recognize relief of a ground and perceive the difference between maximum and minimum elevations of a terrain, slopes, inclines etc.
@@NotSlot I need to do that with a 2d png sequences (character animation), which are all painted by hand frame by frame. Can I link or somehow make the 2d png sequences of a character animation follow the 3D character controller. I.e. use 3D character controller as a placeholder only?
Hello my friend! I'm a beginner (I've been walking for 4 months) and I come from Beasil, I've studied and done a lot of 2D in PixelArt, but I love 2.5D FAR, Hollow Night... I would like to know if the same functions used for traditional 2D adapt to this one 2.5D model...How to use a 2D Vector for position, a simple transform.position on the object to determine the position at the object's anchor... Sorry, my english is not the best. Thank you very much for the tutorial, if this question was answered later in the videos, forgive me.
Instead of Depth Shader, I think you set Camera to work with perspective and Sprites GetComponent().transparencySortMode = TransparencySortMode.CustomAxis; GetComponent().transparencySortAxis = new Vector3(0.0f, 0.0f, 0.0f);
🎁 FREE High-quality assets: bit.ly/2dhp-free-yt
📦 Download the Unity project: github.com/notslot/tutorial-25d-game-unity
📚 Read: notslot.com/blog/2019/11/_25d-game-in-unity-part-1
💬 Need help? Ask me here: worth.yt/nirlah
This tutorial is exactly what everyone needed. It is clean, fast, straight to the point plus the song is a m a z i n g.
Thank you 🤩
This may just be the tutorial I needed to get me back into game development. Definitely gong to be following this one!
Wonderful, welcome back!
This is exactly what I was looking for! Can't wait to see the other videos and transfer that to my game :)
Fantastic!
@@NotSlot How did you rotate the box collider and player in depended from each other? I created a prefab for the player, but cant mange to make the collider without the rotation
We have a parent object that contains the logic for the player, inside it a child object just for the renderer. We only rotate the child object with the renderer.
@@NotSlot that works, thank you!
nice tutorial!
while I was trying to get back to unity I stumbled across this channel, and I recognized the art right away.
Just wanna say your project was the best that year (no offense to anyone else :P).
respect the name of the channel, a noble goal indeed!
Thanks, Kirill! 😋
One of the best tutorials I've seen.
Thank you so much!
More parts coming up 😁
One of the Best Tutorial I Ever Saw. You Really Deserve a has off man. and Thanks mate.Stay connected
Thanks a ton!
@@NotSlot You deserve it man. hope to see a lot from you. can you ping me @ sarath886@gmail.com . I would like to know you personally. because i am an indie game developer love to establish good connections
Nice Tutorial, as most people have already said this is what everyone needed :)
Thanks, super happy it helped 😄
Man I love you! I was looking for some tutorial like this for a long time, thank you so mutch! +1sub
Awesome content! Just got a new subscriber, just wanted to know more about that collider creation
Got a strange feeling there are bots in the comments but none the less this really helped answer a question I had. Thanks bro. Will check the other vids and you may have a new sub.
yeah def bots lol
Did you ever make a video about the custom collision detector? Awesome tutorial by the way.
Thank you so much. I'm new to Unity and this is a great help.
Thanks for watching!
Really really good stuff! Great Tut.
Thanks @gumquat!
Has anyone figured out how to use his collider tool?
Very nice topic, and awesome tutorial! subbed!
Thanks 🙏
How do you add textures to the plane. But not just 1 texture, for instance I want to create a cobble stone path on top of grass. How did you texture your ground at 2:30.
It’s just a regular texture, hand-painted in Photoshop.
@@NotSlot Thanks for the fast response.
Great tutorial! Thanks!
love the background music!
wow this is awesome!
Thank you for showing us!
Hello, i would like know how to you maked this colliders and how to configure it in one project. I have tried in my project but dont worked. Can you make a video explaining it?
I used the editable collider but it seems it is too thin so my player sometimes through into it.
What do you use to create the custom collision mesh?
I can't seem to find anything about it.
hi, how can i make posibility to light added 2d sprites? i have flashlight but but sprites always have this same light color
Thank you so so much for this, this perfect for what I'm making. Please keep making awesome tutorials
God bless! :)
Thank you! Will do!
Is it really necessary to angle it so much and having to deal with y axis adjustments?
so we import 2d assets that where premade in 3d and we rotate them by 45 in X axis?
Hello, I need help.
How can I tilt my Character to 45 degree, and set the Box Collider straight(normal)? As when I have set the character to 45 degree, the box collider follows it.
Put the character as a child of the object with the collider.
how do i make it pixel perfect? i have pixel art sprites and i want the pixels to be sharp
The collider make no sense to me I've tried adding box colliders to single objects but if i put one in the distance then walk towards the collision is differrent
это круто, ты молодец)
If I wanted to use 3D objects for the background would that work as well? Would I still need to angle them
👀 Have a look on the third video of this series...
I really dont get the 45 degree angle.
The objects looked squashed?....
Because the camera was at 45 degrees right?
Awesome content! Thanks
😇
I do not have the Plane option anywhere
i cant change my pivot location on my sprites, is that normal?
Make sure you have the sprites package. Also, are you sure you are trying to edit it through the Sprite Editor?
NotSlot turns out I had the sprites on “multiple sprites” so you have to change the pivot point in the sprite editor like you said instead of the import settings, thank you!
how you to do the character controller script, please?
Hi! Can't find the tutorial for the collider mesh tool on your channel((
Hey, procedural generation is on the roadmap! Meanwhile, you can look for the tool on the linked source code at GitHub.
@@NotSlot appreciated, will take a look!
@@NotSlot That's weird
I've imported 5 files: 2 scripts to the Editor folder, 2 scripts into the Scripts folder
Changed namespaces + using, but when I added the script to the object, clicked the edit button, nothing happens. Am I doing something wrong?
how do I do animation with this tho
what if instead of rotating the sprites 45°, you create a skewed sprite shader, but make the sprite orient itself with the world position? This way, you could jump on top of objects, making the sprite move on the 45° angle while the collider only moves up
We do it for some edge cases, but prefer the rotation method when possible. One issue is the bounding box that must be updated in runtime to prevent frustum culling.
@@NotSlot I was having EXACTLY this problem, through skewing via shader. Couldn't figure out how to fix it, so I made a script to set the z position of the meshes. Basically, each vertice.z position = mesh.vertices[i].z + (mesh.vertices[i].y * transform.localScale.y) + transform.position.y).
Solved my problem with culling, and in this formula I can change Y scaling while keeping the ground vertex at the same position =]
My player, the higher he gets, the more distant the sprite becomes from the actual collider (since he jumps in 45° and the collider does not). Had to do some _math_ but everything worked \o/
If I did want to keep the camera at 30 degrees, what are the things to look out for?
The main thing is to make sure the cards are rotated 30 degrees as well. Also it may complicate things down the road, for example the 3D skewing shader in part 3.
@@NotSlot Thank you! Awesome series
Awesome tutorial! Will you also make one for the custom collision script you showed in the video? It just doesn't work for me.
You can get it from the source code, link in the description.
Thanks I did however I ran into a problem. When I was using the EditableCollider script in your script, it worked. But when I used it in my own project, the Edit button to make my own collider wouldn’t appear.
Make sure to also look into the scripts at the Editor directory...
Hey... Nice tutorial. I wanna ask you a question. How do you make a jump in 2.5 game? The character feels off when jumping
I'm curious (and also new :)) ) how to make animations for this kind of game (programs or how to save the animation, like separate images or an actual animation?) and the recommended format or resolution for textures (and how is the best way to save them to be easier to use
Hey SukineSart, welcome! 😊
You can animate characters and objects in any method applicable by Unity; sprite-sheet, cutout, or the way we do animation with Spine.
The resolution and other technical details are up to you and the needs of your game. Make sure to keep all animated objects rotated at 45 degrees.
If you want to learn more about animating with Spine, check out our other videos and stay tuned for the 8-direction character animation series that is coming up soon.
@@NotSlot thanks, I was a bit frustrated because nobody answered my questions and is hard to find them on the internet
I'm glad that someone makes tutorials for what I need
Thanks again
Thank you! I just subbed.
🥳
custom collision mesh tutorial would be awesome!
Procedural generation is on the roadmap 😉
Nice video bro, I have a similar question than the video tittle but not exactly the same. Do you know how I can made a 3D character looks like a 2D character? Is exist any post-process filter or something? That's because my character animations are so complicated to make sprites, like gun aiming to multiple angles while the player is walking/running/crouching and stuff. But I want to make it looks like 2D sprites because 3D looks strange in my scene.
try find some 2d high quality or that was design in 3d into 2d like diablo2 remake assets. There is a nice video from the design team cover that
It's what I need!
Glad it was helpful... 😉
I was just wondering, how is the lighting for the 2.5D setup?
It depends on the style you’re aiming for... We use unlit materials for everything. But lighting can be used with the appropriate shaders. We also intend to project blob shadows under characters.
This is great! So is it possible to player only walk on x and y or i need to implement z axis to movement as well?
The Z axis isn’t mandatory...
@@NotSlot so i can work only with x and y right? To jump i work on y plus z or only y ? I ask because i dont have assets to test yet but im drawing some pixel arts to make an 2.5d because 2.5d is better for me plan an enviroment
Yes, if you jump you should also alter the Z axis.
When you create the project are you using 2D core or 3D core?
Any tips on casting shadows from the sprites onto the ground plane? Thanks!
Personally, we prefer hand painting the ground texture with shadows.
Did you ever do a tut on that Collider script?
Not yet. You can get a simple implementation from the GitHub project - both the MonoBehaviour and the editor scripts are present.
Could you make a tutorial for a game like Kind words?
you're awesme!
when i can expect next video?
Thank You!
Should be up soon...
Hey NotSlot. Looks pretty interesting. One quick question here: if you had the terrain, with an uneven 3d surface ground there, would you be able to create the collision of this 2d character asset with it? I.e. is it possible to make the 2d character recognize relief of a ground and perceive the difference between maximum and minimum elevations of a terrain, slopes, inclines etc.
Sure. In general, any 3D character controller will do the job.
@@NotSlot I need to do that with a 2d png sequences (character animation), which are all painted by hand frame by frame. Can I link or somehow make the 2d png sequences of a character animation follow the 3D character controller. I.e. use 3D character controller as a placeholder only?
You can put the 2D rendering object as a child of the 3D parent.
@@NotSlot Thanks!!!
Hello my friend! I'm a beginner (I've been walking for 4 months) and I come from Beasil, I've studied and done a lot of 2D in PixelArt, but I love 2.5D FAR, Hollow Night... I would like to know if the same functions used for traditional 2D adapt to this one 2.5D model...How to use a 2D Vector for position, a simple transform.position on the object to determine the position at the object's anchor... Sorry, my english is not the best. Thank you very much for the tutorial, if this question was answered later in the videos, forgive me.
Tks! LoveU!
what assets did you use?
Custom assets by @ddanielleelias at Twitter.
Loved that music what's it called?
It's Say Hello by Mosbrass 🎷
please make more videos about it
This is how Sacramento game is made I guess..
if my old professor heard you say 2.5D right now he would lose his shit...
2.5D is nonsense
Instead of Depth Shader, I think you set Camera to work with perspective and Sprites
GetComponent().transparencySortMode =
TransparencySortMode.CustomAxis;
GetComponent().transparencySortAxis =
new Vector3(0.0f, 0.0f, 0.0f);
How to make the characters controller?